@JacobJanerka: Can you share the Inspector settings of one such pickup so that I can recreate this behavior? Also, what version of AC were you previously using?
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No problem - but please open up a new thread there to reply so we can discuss …
If you're just looking to "shift" element slots (non-animated), you can call the element's Shift function - which equivalent to using a Button element set to "Offset Element Slot".
If it's a case of keeping each slot mapped to t…
The Object: Send message Action uses Unity's SendMessage system to trigger functions by name. It's mainly a convenience tool to allow a quick-firing of custom script functions, or AC components that have TurnOn / TurnOff functions written into them…
Are you looking to move the camera, or change its FOV? The 3rd person camera works by changing the distance to the target.
The standard GameCamera camera type doesn't accept input, so you'd need to rely on a custom script to have it react to mouse…
You're talking about animating the positions of the elements themselves?
Yes, switch to Unity UI - this tutorial covers the process.
With Unity UI, you can attach an Animator component to control the position of the various elements - AC won't con…
Welcome to the community, @ostrich.
It's possible to read the active Conversation with:
AC.KickStarter.playerInput.activeConversation
(See the Scripting Guide entry here.)
However, the "cleaner" way to perform code when a Conversation …
Elusive indeed - I can't recreate any such issue.
Though, your Console window mentions save slot 1 - the Autosave relies on save slot 0. What's making you describe it as such - is it named "Autosave" by AC in the SavesList element?
(Quo…
I can't recreate such an issue. Was this after upgrading Unity, or AC? What versions of both were you previously using that had no issue?
Are all of your scenes added to Unity's Build Settings?
I shall attempt a recreation. Can you share the exact name and version number? With UFPS v2 and TPC being part of the UCC "umbrella", things get a little complicated.
The Highlight component needs to be added to the graphic you want to affect - not necessarily the same GameObject that the Hotspot is on.
Also, if you have multiple Hotspots that share the same Highlight component, then they'll conflict with one an…
To clarify: It's not a bug - your Objectives menu is listing inventory items. But locking the Menu would still be the workaround.
What you're seeing aren't subtitles - which is for speech played via the Dialogue: Play speech Action. Any "hov…
Welcome to the community, @shastice.
You'll need to call the RememberTransform script's OnSpawn function if you're spawning such an object through code, as opposed to the "Object: Add or remove" Action.
Try this:
if (Input.GetMouseButto…
If you're referring to the text tutorials on the main website - be aware that they were recently updated.
What's the Appear type set to on the Menu that has the close-up Button? If it's set to Manual, then you'll need to command AC to turn it on/o…
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So it's recorded just like any other save - by clicking in the Save menu? Doing so shouldn't produce an AutoSave if one doesn't exist already.
I can't recreate the issue, but which slot was loaded shouldn't have any bearing on the behaviou…
The Object: Visibility Action is intended for Renderer components - not Canvases.
Though, I can look into extending it to enable/disable to do this.
In the meantime, there's two ways you can control the enabled state of a world-space UI Canvas:
1…
That wasn't the fix - that's so you can incorporate the function into your code.
Update your "if" statement with this:
if (Input.GetButtonUp("InteractionB") && KickStarter.mainCamera.attachedCamera == GetComponent<_C…